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DIBASTET'S ARCHETYPES #8

Ranger

by Diego Bastet and the Secrets of Alancia team


art by Diego Bastet, character commissions at
http://diegobastet.deviantart.com/

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material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Diego Erik and published under the
Community Content Agreement for Dungeon Masters Guild.

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BEAST MASTER Whenever the companion would force
a saving throw, its save
ave DC is the same as the
The Beast Master becomes one with his save DC for your spells from this class.
animal side, and manifests it as a spirit While traveling through your favored
companion that follows and helps him.
him terrain with only the familiar, you can move
stealthily at a normal pace.
Note: This is intended to replace the normal
Beast Master. This archetype was designed BEAST BOND
around the ability to command the beast b to Starting at 7th level, your telepathic link with
attack as a bonus action after you make one your beast companion
anion is extended to 1 mile.
weapon attack, similar to Two Weapon
Fighting or Martial Arts. So -as
as bad as it might BESTIAL FURY
sound- from a balance point of view the Starting at 11th level, your beast companion
companion is a "fancy
fancy extra attack ". As I said can make two attacks when you use your
on the Druid document, I don't believe
elieve that CR bonus action to command it to attack.
is a good indicator for PC abilities, so instead
of the common fix of allowing creatures of a SHARE SPELLS
higher CR, we decided that this extra attack At 15th level, when you cast a spell targeting
should follow progressions already present on yourself, you can also affect your beast
the PHB. Soo the creature may attack with your companion with the spell if the beast is within
Wisdom modifier
ifier and its damage die increase 30 feet of you.
as a monk. That keeps this "fancy
fancy extra attack"
attack
progressing and giving you another good
reason to invest in Wisdom.

BEAST COMPANION
At 3rd level,, you learn the Find Familiar spell
and can cast it as a ritual. The spell doesnt
do
count against your number of spells known.
When you cast the spell, you can choose one
of the normal forms for your familiar or a
beast no larger than Medium and that has a
challenge rating of 1/4 or lower.
lower Familiar
summoned with this ability are always
alw Fey.
This Beast Companion works as normal
familiar, except with the following changes:
Add your proficiency bonus to the
beasts AC, attack rolls, and damage rolls, as
well as to any saving throws and skills it is
proficient in.
Its hit point maximum um equals (4 +
your Wisdom modifier) times your ranger
level.
ts natural weapons use their normal
Its
damage die,, or the unarmed strike damage die
of a Monk of your level, whichever is higher
The beast uses its normal stats or your
Wisdom modifier for attackack and damage rolls,
rolls
whichever is higher.
When you use the Attack action with a
weapon attack on your turn, you can use your "He is not "my wolf", norr am I "his human". We
Bonus action to command your beast are one. He is me,, and I am him."
companion to make a single attack.

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CITY SLICKER MARKSMAN
Not all rangers choose the wilds, some track The Marksman is a master archer or
down evil and fight their enemies in the sharpshooter who excels in bringing down
crowded streets of the cities. While other enemies from afar. His deadliness is matched
rangers might balk at these urbanites and call only by his patience to line up the best
them City Slickers, their abilities make them possible shot.
deadly in their chosen environment.
FLETCHER
SEARCH AND ARREST When you choose this archetype at 3rd level,
You have advantage on Charisma checks made you become proficient in Carpenter Tools that
to track people and rumors in an urban you can use to create arrows and bolts among
environment. Also, when you hit a creature other things. Additionally at the end of a short
with an unarmed strike or a weapon capable of rest or long rest you receive 1d8 arrows or
non-lethal attacks, like a club, whip, or any bolts that you crafted somewhere while
other weapon the DM deems appropriate, the resting; found from a hidden stash on your
creature takes an extra 1d8 damage if its person that you had, until now, forgotten
below its hit point maximum. You can deal about; recovered from battlefields; or some
this extra damage only once per turn. other way described by the DM.

URBAN ADAPTATION ASSASSINATE


Starting at 3rd level you benefit from Natural At 3rd level, you have advantage on attack
Explorer in any kind of urban terrain. Also, the rolls against any creature that hasnt taken a
following spells become Ranger spells for turn in the combat yet. In addition, any hit you
you, available to learn on level-up like any score against a creature that is surprised is a
other: Comprehend Languages, Detect critical hit.
Thoughts, Tongues, Faithful Hound, Animate
Objects. ONE SHOT, ONE KILL
Starting at 7nd level, you may take aim and
URBAN ATHLETICS fire a single, deadly shot. As an action you can
At 7th level, you may choose one of the expend one spell slot and make a single ranged
following abilities. weapon attack, gaining bonus to attack and
Blend In. Crowds don't cost you extra causing extra damage. The attack bonus is
movement, and have advantage on checks equal to the spell level, maximum +5, and the
made to hide or blend in a crowd. extra damage is 2d8 for a 1st-level spell slot,
Chimney Climber. You take no plus 1d8 for each spell level higher than 1st, to
penalties when squeezing through a space one a maximum of 5d8. The damage increases by
size too small for you, and have advantage on 1d8 if the target is from a favored enemy type.
checks made to squeeze through narrow
spaces and escape from bindings. FROM COVER TO COVER
Rooftop Strider. You may freely Starting at 11th level you become a shadow
climb any surface as though affected by the hunting your foes. While on a favored terrain,
spider climb spell, and have advantage on you may hide as a Bonus Action after making
checks made to keep your balance. a ranged weapon attack.

POSSE DEATH STRIKE


At 15th level, you are able to coordinate Starting at 15th level, you become a master of
effective teams of militia. Allies within 30 feet ambushes. When you attack and hit with a
may apply your Search and Arrest damage ranged weapon attack a creature that is
bonus to their attacks. surprised, it must make a Constitution saving
throw (DC 8 + your Wisdom modifier + your
proficiency bonus). On a failed save, double
the damage of your attack against the creature.

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